GameSpy has recently published the results of an interview with Warren Spector of Deus Ex fame. Though the interview is titled "Warren Spector on Deus Ex: Invisible War" (DX:IW), the course of the interview actually steers more toward Spector's design philosophies and beliefs rather than on DX:IW itself, though these ideas certainly drop some interesting hints regarding the content of the upcoming sequel.

Fans of the original DX may be surprised to hear that Spector was dissatisfied with the final product, citing that the goal of a deep simulation of many small environments was not met. He also discusses the idea of true non-linear gameplay and the reality of its applicability:

There are other models in narrative games that I don't think we want to talk about just yet. I think we're starting to think about them. That would take us down a somewhat different path. But like I said, I think it's a bit early to talk about ideas that are just kind of forming in peoples' minds. So for now, at least in the Deus Ex universe, I think you're going to see the linear narrative be an important part of it. But non-linearity exists within each mission, not between missions.